Shader "Examples/SimpleUnlitColor"
{
    Properties
    {
        _Color("Color",Color) = (1,1,1,1)
        _MainTex("MainTex",2D) = "white"{}
        _Value("Value",Range(0,1)) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend",Float) = 0
    }
    SubShader
    {
        Pass
        {
            // The value of the LightMode Pass tag must match the ShaderTagId in ScriptableRenderContext.DrawRenderers

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            float4x4 unity_MatrixVP;
            float4x4 unity_ObjectToWorld;

            half4 _Color;

            struct Attributes
            {
                float4 positionOS   : POSITION;
                float4 uv   : TEXCOORD;
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float4 uv   : TEXCOORD;
            };

            Varyings vert (Attributes IN)
            {
                Varyings OUT;
                float4 worldPos = mul(unity_ObjectToWorld, IN.positionOS);
                OUT.positionCS = mul(unity_MatrixVP, worldPos);
                return OUT;
            }

            half4 frag (Varyings IN) : SV_TARGET
            {
                return _Color;
            }
            ENDHLSL
        }
    }
}